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my beautiful fellow cultists.
In A'therys there is a plethora of unique classes, each of which has access to incredibly sexy and unique abilities.
Being able to use said abilities on no more than chickens and mindless hostile mobs does not spark joy.
How about we revive PvP (and thus raids)?
Obviously not everyone likes PvP.
I suggest we could turn on PvP in towns on one weekday (such as Wednesday) and one Saturday (God intended Sunday to be a day of rest).
Your vote in the poll shall be anonymous.
Alex - HelloImWeird - Karpie_
I suggest: a pathway in the skill tree similar to a monk that utilizes unarmed combat (fists with nothing in hand) to gain damage bonus etc. I always liked mcmmo for that purpose and i would not think it to be too hard to mimic something similar but yet with our own twists. Just please make it happen. Also one ability i thought up would be: wall scaling; the ability to climb walls like a spider (maybe it drains mana so make a limit?)
I would also like to note that this path has a toggle-able buff when enabled does not typically use any armour (or gets penalty scaling up to diamond for max debuff for each piece)
I enjoy grinding without weapons and I hope people might find this interesting. If can make this happen that would be epic imo.
Think of this class as an extremely Light weight dexterous boxer or martial artist. And if there is no more room for new classes please please PLEASE put unarmed combat in somewhere in an existing class. TY
Other description(s) that likely should fit this would fall under the catagory of: Unarmed Rogue, Monk, Grappler, Fighter, Martial Artist, Brawler, Etc...
If I had to put some stats: Strength+Dexterity Would be the leading stats then Constitution
Traits Would include: stealthy, Theif, Surivial, Hightened Senses/the ability to pinpoint using their senses: (they have hearing/smell/eyesight advantage) Would also be beast friendly (able to tame companions/summon easier with a whistle call etc) These are all just ideas feel free to discuss all this and let me everyone know what the community thinks. Also, if most/all this is already in the works then please let me know I'll be happy. And Lasty If this has not been thought up yet could we get more ideas below or possible fixes/solutions for any issues that may arise? TYVM
I'll do it in 2 blocks, as past and present are just a quick update on what has happened and why.
Past and Present:
From roughly October, the Heroes team was working on what we now call "The MOBA" update. This was a trail run thing designed by one of our members. It got to it's late stages, however most of the heroes team, and indeed the pvp community had fallen out with this idea due to it's blandness and lack of different play styles. After some re-assessment, many polls on the forums and talks after self chats with people who were interested to listen, the heroes team decided on a rework that would reach a middle ground between those who wanted super relaxed, small skill pool pvp, and those who liked having lots of skills to play with. This was 8 skills and 1 passive/toggle. The heroes team then knuckled down and spent several months basically reshaping the entire heroes roster. Including the creation of 61 new skills for classes. At this point it was late January and the server had wained a considerable amount. PvP was a very rare occurrence and the population was at a worrying place. It was at this point that I was let in on the concept of Horizons and that, actually, the heroes update was pointless as we were no longer willing to put money into it (About $400-$600 was needed for the skills to be coded) due to the fact that the server was going kaput soon.
That anecdote is why you haven't seen much activity from the Heroes Team since December. Because quite literally there has been no point in trying to make the big changes, and in fact we were instructed not too. Now, onto the fun bit where I get to explain the current CONCEPTS for Horizons.
Goodbye, Heroes! I for one will certainly not miss you and your garbage code! Remember EVERYTHING I talk about here is COMPLETELY CONCEPTUAL. NONE of this this could happen.
As we are going modded, there is 0 point in using a plugin for our pvp system. Instead @HaedHutner and his team of sparkly new dev have offered to code a custom work of art for us! How lovely! From this point on, anything we want is only limited by our imagination (and what Haed can be arsed to code)! Since february, me and a couple of select helpers have been dreaming up a brand new PvP system. One that will put Heroes to shame. It is formed of two major components we called "Branched Levelling" and "Attributed Armour"
If any of you have played Path Of Exile or Borderlands, you'll already have an idea on what kind of system this is going to be. There is a total of 4 classes; Warrior, Mage, Priest, Rogue. Each will have a tree of skills that can only be accessed by unlocking the predecessor skill. The trees will look something like this (Presume the lines join together at the ultimate skill):
As you can see, each class has 2 'major' trees, with 2 'minor' trees coming out the sides.
In addition, the player gets to choose 1 of 4 passives right at the get-go, the player will progressively unlock a skill point every 5 levels (1, 5, 10, 15, 20, 25. Max level being 25). This means a total of 6 skills and 1 passive for a fully levelled class. If you wish to change your build, there will be an in-game fee and it will have to be done in very certain locations.
Just in case people are still confused, let me create an example. I am playing warrior. At level 1 I picked 'Defensive Skill 1' as my first skill. When hitting level 5, I have a choice of; 'Offensive skill 1', 'Support Skill 1' or 'Defensive Skill 2'. At level 10 the choices will change again based on what I picked at level 5.
Hopefully this system will create a sense of uniqueness with every class, giving the player room to switch and change their 'build' in ways they think will improve their effectiveness and counter the meta. You can specialise down one tree, or try and spread out more in order to cover more bases.
This is where the game gets VERY interesting. Within the game we will introduce a number of attributes which will add passive bonuses to the base characteristics of a player. Let me give some examples.
Strength: +0.5 damage with Swords, Axes, Maces and Hammers per level. (With modded, custom weapons are a thing! No more farming tool combat!)
Intellect: +1 damage per level on skills that deal magic damage.
Piety: +1 total healing on all healing skills you cast per level.
Endurance: +5 Max Hitpoints per level.
What does 'Per Level' mean? Well, ALL armour will have these stats randomly assigned to them. No armour piece can have more than 3 different attributes on it at any time, and the total number of attributes that can be found on one piece of armour is as follows:
So in total, a player can have up to 25 attribute points at any one time.
What stops you from just piling on 25 Endurance and having 150 extra hit points then? Well. No player can benefit from more than 10 in one attribute at any time. That means if a player has a total of 12 points of Endurance on their armour, they will still only benefit from 10 points worth. This creates a system where players must mix and match their armour pieces in order to create the best set of bounces they can. for example, a Warrior may want 10 Strength, 10 Endurance and 5 Resolve (+0.5 health regen per level).
This not only creates a fun system of armour in which players can further influence their own play style. But it creates a whole new, very large market in which players can haggle for the perfect pieces of armour to complete their sets. Got a helmet with +5 intellect? I'm sure a mage will pay a hefty price for that. Oh, he has one with +2 endurance and +3 strength? Maybe a swap can be organised.
With terms of player-crafted armour, the current idea is that it will be fixed so that the armour will not spawn with maximum attributes. If you want that sweet 25 point set, you're going to have to venture into the shattered lands for it!
What do you all think? Do you like this new CONCEPT? Do you think it's a step up from our current old and outdated heroes plugin?
(You guys all asked about it, so I'm tagging you so you get to see it)
Thank to people such as @JupiterRome, @BlackRuins and @Brady for their input in this so far.
But wait, there is more!
The heroes team is uneeded for all intensive purposes. What I do need, however, is a team for Horizons pvp. I've already had a bunch of people offer their time to the cause, however I wanted to extend a formal invite to anyone who wishes to apply before accepting/denying those who have already asked. If you wish to join in, please fill out this form. Note, even if you are denied, you will be put on the 'playtesting' list of player who will have first access to this as it gets coded in order to play-test and trouble shoot.
Time On Atherys:
Experience with PVP across gaming (Not just atherys, but keep it relevant. I don't care if you're no2 US in Clash of Clans):
What you will bring to a new pvp system:
Ability to take no for an answer:
Thanks for reading! Sorry for the mega-post.
Hello everyone, new and old!
As you may or may not have heard, we have brought back a functional build of A'therys Evo onto the server. We've noticed that a lot of people have been wanting a taste of the A'therys experience and having a place in-game to relive some of your favourite memories will go a long way towards achieving that.
Xathas posted a post in a topic,December 24, 2018
So with the website returning to it's dark theme, we've made a bunch of improvements to the lorelanding!
Added a MAP to the lorelanding!
This map (see below for all 5 playable nations lit up) will light up a nation when you hover over it; and allow you to click into it to go to the nation's overview page!
Original Map Artistic Render by @cicetil
Overlay graphics and new HoriRule [the nifty divider in the lore sections] by @Xathas
Xathas posted a post in a topic,December 22, 2018
Small Governmental Update put in today!
Added Government of the Gennaian Isles
Governmental Concepts originally by @Xathas
Very long-winded Isles Chat with @Foe, @Tristan_vr, @raxiam, @Dani, and @redninja685 . Fortunately there were no casualties. 🤯
Compiled by Xathas; Edits and Revisions by @Foe
It's that time of week again!
Today we explore the city risen from seafoam, Glasscastle.
Added the cty of Glasscastle to Atvoria
Original draft by @Xathas
Critiques and edits by @RuddyF , @Rynelf , and @Kmartinator
Happy New Year, and Wiki-Entry Wednesday!
This week marks a return to new nation info, specifically: Dalkun-Tir
Added Technology of Dalkun-Tir to the Wiki
Original draft by @Dani
Second draft by @Xathas
Critiques and edits by @Dani , @Foe , and @Kmartinator
Added Marao's Fall to the Wiki
Original draft by @Xathas
Critiques and edits by @RuddyF , @Foe , and @Kmartinator